Sorry, I'm afraid that currently Octane only supports four float attributes and two vector (color) attributes at the same time. Perhaps you could use the vector attributes to store floats in your workflow if you are not using them yet.
Thanks,
-Juanjo
That's good to know. Thanks very much for ...
Search found 18 matches
- Mon Mar 08, 2021 7:08 pm
- Forum: Houdini
- Topic: Point Attribute Limit?
- Replies: 4
- Views: 1873
- Mon Mar 08, 2021 4:53 am
- Forum: Houdini
- Topic: Point Attribute Limit?
- Replies: 4
- Views: 1873
Point Attribute Limit?
Hello,
I've created multiple point float attributes using the mask paint sop and fed them to Octane. After about 5 or 6 Octane seems to suddenly disable a random one or two. But once I'm back down to 4, it seems to feed all of them to the shader fine.
I've created multiple point float attributes using the mask paint sop and fed them to Octane. After about 5 or 6 Octane seems to suddenly disable a random one or two. But once I'm back down to 4, it seems to feed all of them to the shader fine.
- Mon Nov 23, 2020 10:27 pm
- Forum: Houdini
- Topic: Switch SOP Render Update
- Replies: 4
- Views: 1626
Re: Switch SOP Render Update
I see, thanks very much.juanjgon wrote:I'm not sure. Perhaps using an attribute to switch the materials inside a master material? Any change at the SOP level means reloading to update the object, there is nothing that could help with that. You should try to avoid this switch at the SOP level.
Thanks,
-Juanjo
- Mon Nov 23, 2020 9:39 pm
- Forum: Houdini
- Topic: Switch SOP Render Update
- Replies: 4
- Views: 1626
Re: Switch SOP Render Update
I'm afraid that this is not possible. If you switch the material at the SOP level you are going to need to reload the object, but now it is possible to reload one or more objects only even in scene update mode to avoid the full scene reloading. Have you tried that? You can configure the list of ...
- Mon Nov 23, 2020 2:18 pm
- Forum: Houdini
- Topic: Switch SOP Render Update
- Replies: 4
- Views: 1626
Switch SOP Render Update
Hi there,
With a network like the one attached, where a switch sop is set to switch between render geometry, Octane does not update the material at rendertime if the ROP is set to Update Scene. It does work if you set it to Full Scene Reload, however this isn't an ideal workaround as Reloading the ...
With a network like the one attached, where a switch sop is set to switch between render geometry, Octane does not update the material at rendertime if the ROP is set to Update Scene. It does work if you set it to Full Scene Reload, however this isn't an ideal workaround as Reloading the ...
- Wed Nov 04, 2020 12:09 pm
- Forum: Houdini
- Topic: Best way to queue multiple hip files to render?
- Replies: 2
- Views: 1152
Re: Best way to queue multiple hip files to render?
Ok, cheers thank youjuanjgon wrote:You could try to configure a Houdini HQueue setup, but probably Deadline is better and easier.
Thanks,
-Juanjo
- Tue Nov 03, 2020 1:28 pm
- Forum: Houdini
- Topic: Best way to queue multiple hip files to render?
- Replies: 2
- Views: 1152
Best way to queue multiple hip files to render?
I've tried hrender script with command line but there isn't an easy way to manage the queue once it's going. Deadline is so much hassle for just one computer. Anyone know other, more simple, alternatives? I'm ideally looking for something similar to the C4D render queue.
Thanks
Thanks
- Fri Apr 03, 2020 12:18 pm
- Forum: Releases
- Topic: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.3 RC1
- Replies: 29
- Views: 11829
Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.3 RC1
I hope you're doing well and keeping safe! Thank you for all your work thus far!juanjgon wrote:I'll release a new build around this weekend including the latest RC2 core and a proper plugin build for H18.0.416
Thanks,
-Juanjo
- Tue Jan 21, 2020 12:32 pm
- Forum: Houdini
- Topic: Fur Rendering - Subdivision Curves
- Replies: 3
- Views: 2085
Re: Fur Rendering - Subdivision Curves
Ok, thanks for the reply!
Possibly something for future development?
Possibly something for future development?
- Sun Jan 19, 2020 3:37 pm
- Forum: Releases
- Topic: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.1 XB2
- Replies: 20
- Views: 8413
Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.1 XB2
Particle Point Attributes:
Is there any information on how to access them? I'm only aware of the old method, where I pack my info into the uv, and then use the rgb4k_map.ppm for accessing them in shader.
Is there any newer way? I tried to search the nodes, but couldn't find anything relevant ...
Is there any information on how to access them? I'm only aware of the old method, where I pack my info into the uv, and then use the rgb4k_map.ppm for accessing them in shader.
Is there any newer way? I tried to search the nodes, but couldn't find anything relevant ...